Tag Info

Hot answers tagged

13

All characters in 4e are magic. The how of these things is up to you and you group to decide. 4e relies on a tight balance to make things fun, keep roles distinct and keep everyone at approximately the same general power level. Tweaking things because of in universe justifications that make different assumptions than the game's design can have unforseen ...


12

Wish removes it by making it not happen when you leave The effect referred to is discovering that time has passed at a different rate while you were gone. Wish can be used to remove the effect of time passing at a different rate while in the Feywild — it doesn't remove the effect when it isn't affecting the creatures, after they've left the Feywild. Once ...


9

Instead of trimming down and modifying systems that are designed for playstyles you're not interested in, consider using a game system that's already doing what you want. BRP and CoC assume combat, and are generally geared toward multi-session campaigns. It's possible to hack them into compliance with your needs, but that's gonna take some effort. Even ...


8

No such option exists. In part because what you are asking for is not a single rule, but multiple changes that all unbalance the game's items and character powers. 4e sacrifices the simulationism of previous editions in favor of tactical gameplay and fine-tuned balance. If you and your players have issue with its lack of verisimilitude you'd probably be ...


7

Yes, you can gain a familiar elsewhere and have both This ambiguity is due to a very annoying habit that Wizards of the Coast had to assume that all characters were starting from 1st-level, would remain single-classed, and would not take cross-class skills, when discussing what members of a class can do. You see this in similar issues like: whether a ...


7

This can only be done with an unarmed attack (which may mean an off hand if you're doing this while otherwise armed), by grabbing the weapon directly and attempting to wrench it away from them. The procedure is short and detailed on B370 under "Grabbing": a called shot that, if successful, is followed by a ST contest. The defender defends normally, for which ...


6

All of the above, and then some. I believe the intent of the "Wish" addendum is actually that it be cast before or during the excursion to the Feywild causing the time to pass at the same rate for those individuals. The metaphysics of that only happening for a handful of people screws with my head a bit but it seems to be the least complicated mechanical ...


5

The first problem with making a difference like this is the likelyhood of perceived sexism. It doesn't sound like that's where you're coming from, and it sounds like you don't think your players would mind, but that is what some people are going to think with a question like that. I know that if I tried mechanical differentiation due to sex with the people ...


4

A lot of people run into this problem when using Savage Worlds, and it can be encountered whether using the Super Power Companion or not. On a fundamental level, given the way Savage Worlds is designed, it is extremely difficult to design an encounter with a single enemy foe that doesn't end quickly. This issue is exacerbated with the size and number of ...


4

The way I read it, the wish spell makes time pass at the same rate. So 4 years in the Feywild equals 4 years in their regular realm. So the question is, does the party know at which rate time is going compared to theirs in the Feywild? After all, I wouldn't change it if I gained a huge amount of exp and got to go back to my regular life after only a little ...


4

In general, 3.5 and Pathfinder are extremely similar systems. For the most part, rule-changes will probably just work as-is, or work about as well as they did in 3.5. I’ll discuss various aspects of the systems below, with bold used to indicate places where more care is required. Changes that will strongly affect the application of 3.5-based rule-changes ...


4

Not by RAW Simply because the rules written, which you have quoted, say nothing about it being such. It doesn’t mention Leadership or Leadership’s cohort at all, and while it mentions similarities between Wild Cohort and Animal Companion, it does not actually state that Wild Cohort is or counts as Animal Companion. It’s more than reasonable to houserule ...


3

The second. You have an ability to obtain familiar, and you have an option to trade it for another ability. If you acquire the ability to obtain familiar from another source (multiclassing, for example), you will have both a skeletal minion from necromancer variant and a familiar from that another source.


3

Contrasting @BESW's opinion somewhat, I'd say the answer to your core question, namely: "what other rules do I absolutely need to run a traditional CoC game?", is, simply: None. You don't need any other rules besides the obligatory skill checks (have a skill of 0-99, roll d100, if the result is equal or smaller than your skill rating, you succeed, if not, ...


3

If you really want to get crazy in GURPS 4e with this, I'm going to toot my own horn a tetch: GURPS Martial Arts: Technical Grappling has you covered, mostly starting on p. 13. You can grab the foe, by stepping into Close Combat with him and attacking the weapon hand at -4, or his arm at -2 (I'll have to reread my own rules to figure out why this grab ...


3

B370 details how to attempt to take a weapon, but here are a few extra options to help fill that answer out. "Disarming" is a hard technique on MA70 which allows you to use your underlying skill (in this case, unarmed.) Many of the disarming martial arts in this book have disarming paired with Judo. "Hand Clap Parry" is a hard technique that allows you to ...


3

If you try hard enough, there are enough sources of saving throw bonuses that you can actually have a character incapable of failing a saving throw (without penalties being applied). Here's a list of bonuses I've been able to find that either apply to all saves, or to death saving throws specifically. Remember that bonuses of the same type don't stack, so ...


2

Rules as written are simply inconsistent here. Each specialist class has three variants: one that replaces the specialist's summon familiar ability, As you can see, here summon familiar that came from class is replaced, but no word about permanency. And later on the same page, in the part you quote, the same page states that you give up ability ...


2

Exploding Dice mechanic has little to do with your problem. You see, for a N-sided die an average roll is (N+1)/2. Whereas for an exploding N-sided die an average is (N+1)N/2(N-1) - just N/(N-1) times more. For d6 explosions increase an average roll from 3.5 to 4.2, or 20% increase. For d8 explosions increase an average roll from 4.5 to ~5.1, or ~13% ...



Only top voted, non community-wiki answers of a minimum length are eligible